Automatic scoring and performance measurement method and apparatus

ABSTRACT

Method and corresponding apparatus for automated scoring, performance measurement/reporting and interactive entertainment and more particularly automated scoring for games, such as multiple basketball games and baseball, soccer, football, as well as other games with projectiles or other objects-of-interest. Generally players are automatically scored, their performance is measured and presented to them, entertainment devices are controlled and they are interactively entertained. One too many players can be entertained individually and/or as teams. Additionally, multiple games, of the same sport or different sports, can be played with this single method and apparatus. The method or apparatus may be utilized in conjunction with communication devices.

RELATED APPLICATIONS

This application is related to and claims priority from U.S. provisionalapplication bearing Ser. No. 60/922,644, filed on Apr. 10, 2007, andtitled AUTOMATIC SCORING AND PERFORMANCE MEASUREMENT METHOD ANDAPPARATUS; which provisional application is hereby incorporated hereinin its entirety by reference.

FIELD OF THE INVENTION

This invention relates in general to player interactive and automated:sports scoring, performance measurement, and player entertainmentapparatus and methods.

BACKGROUND OF THE INVENTION

Sports and game playing and training are popular pastimes for manypeople. Most sports and games playing and training focus on scoringand/or performance measurement/enhancement. For many games and practicesessions the players must manually keep the score or measure theirperformance (or the performance of others). Keeping score and/orquantifying their performance helps motivate players and enhance theirskill development.

This score keeping and performance quantification is usually realizedmanually, possibly on paper, but usually “in their heads.” Manuallykeeping score and/or measuring performance whileplaying/training/coaching can lead to: inaccurate score andmeasurements; reductions in concentration on their play/training due toplayers concentrating on score/measures rather than play/training;player discomfort with their score or performance; discomfort with theperson/device that is scoring and/or measuring performance; interferencewith their thoughts/actions; a lack of concentration in theirplay/performance; arguing with other players; as well as many otherdegradations in play/performance. Automated scoring and performancemeasurement is needed and desired to enhance the player(s)play/training/performance/entertainment.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying figures where like reference numerals refer toidentical or functionally similar elements throughout the separate viewsand which together with the detailed description below are incorporatedin and form part of the specification, serve to further illustratevarious embodiments and to explain various principles and advantages inaccordance with various embodiments.

FIG. 1 depicts, in a simplified and representative form, a diagramdepicting basketball players playing a game and a scoreboard accessorythat is keeping track and announcing the score as well as entertainingthe players in accordance with one or more embodiments;

FIG. 2 depicts a player receiving interactive visual and/or audiofeedback regarding their basketball performance from their backboardaccessory and/or from remote multimedia device in the vicinity of theirplay;

FIG. 3 depicts, in a simplified and representative form, a diagramshowing three backboards indicating three different games: ateam-on-team or 1-on-1 game, a shooting percentage ornumber-made-and-missed game, and a “HORSE” shooting game, with all gameshaving both visual and audio interaction with the player(s);

FIG. 4 depicts, in a simplified and representative form, a diagramsimilar to FIG. 3 showing a backboard with scoring and visual/audiointeraction, but the audio is now highly personalized for the player(s)and tailored just for them, and includes local and remote multi-mediaplayers;

FIG. 5 depicts, in a simplified and representative form, a diagram of aplayer safely and easily deploying/recovering the scoring/performancedevice and attaching it to the backboard, rim, and/or net byraising/lowering it with a pole without a requirement for a chair orother things to climb for added height;

FIG. 6 illustrates in a simplified and representative form, the primarycomponents of this method or apparatus and their interconnections;

FIG. 7 illustrates an exemplary and simplified flow chart for a methodembodiment that automatically scores, measures and/or tracks playerperformance for multiple games according to various embodiments;

FIG. 8 illustrates an exemplary flow chart for a method embodiment thatautomatically scores, measures and/or tracks player performance formultiple games according to various embodiments;

FIG. 9 illustrates in a simplified and representative form, a blockdiagram of an apparatus that automatically scores, measures and/ortracks player performance for multiple games according to variousembodiments;

FIG. 10 illustrates in a representative form, a block diagram of anapparatus that automatically scores, measures and/or tracks playerperformance for multiple games according to various embodiments;

FIG. 11 depicts a simplified physical embodiment suitable for practicingone or methods of automated scoring and performance measurementattaching to a basketball rim in accordance with various exemplaryembodiments;

FIG. 12 depicts a simplified physical embodiment suitable for practicingone or methods of automated scoring and performance measurementattaching to a basketball rim and attaching the sensing component to thebasketball net in accordance with various exemplary embodiments;

FIG. 13. illustrates an exemplary embodiment of a successful “made” shotsensing unit while stationary and while being activated with asuccessful “made” shot;

FIG. 14 depicts a simplified physical embodiment suitable for practicingone or methods of automated scoring and performance measurementattaching to a basketball rim with an alternative net attachment inaccordance with various exemplary embodiments;

FIG. 15 illustrates an exemplary embodimentscoring/measurement/communicating/indicating unit with alternativesensor components and mountings more appropriate for thrown or kickedballs;

FIG. 16 illustrates the embodiment of FIG. 15 being activated with asuccessful “made” strike of the “make” sensor;

FIG. 17 illustrates the embodiment of FIG. 15 being activated with anunsuccessful “attempt/miss” strike of the “attempt/miss” sensor;

FIG. 18 depicts the algorithm and a listing of pseudo-code that may beutilized for measuring performance and entertaining the player(s) fortracking and indicating the performance of successful and unsuccessfulattempts;

FIG. 19 depicts the algorithm and a listing of pseudo-code that may beutilized for configuring and automatically scoring a basketball shootinggame, commonly known as HORSE, for a selectable number of players, andfor entertaining those players;

FIG. 20 depicts the algorithm and a listing of pseudo-code that may beutilized for configuring and automatically scoring a competitivebasketball game between two (or more) players, commonly known asone-on-one, (or team-on-team) but played with a timer such that aplayer/team is awarded points based upon their scoring, and,alternatively, how rapidly they score, termed timed-head-to-head game;

FIG. 21 illustrates exemplary embodiments and components for tailoringthe multimedia response(s) to players utilizing thescoring/measurement/communicating/indicating unit, includingconfiguration of content for play in that unit as well as play on aremote multimedia device(s);

FIG. 22 illustrates exemplary embodiments and components for trackingthe multiple dimensions of time playing, scoring, and/or performancequantification of the player(s) across time, at one or more playingstation(s), and/or within a game, practice and/or tournament,consolidating the scoring and/or performance measurement across thesedimensions;

FIG. 23 demonstrates one embodiment of thescoring/measurement/communicating/indicating unit, appropriate forbasketball play, that can be safely and easily mounted to a basketballrim and net;

FIG. 24 demonstrates one embodiment of thescoring/measurement/communicating/indicating unit, appropriate forbasketball play, and according to FIG. 24 that is safely and easilyattached to a basketball rim and net; and

FIG. 25 demonstrates a zoom-in of the details of one embodiment of thescoring/measurement/communicating/indicating unit, appropriate forbasketball play, and safely and easily attached to a basketball rim andnet.

DETAILED DESCRIPTION

This invention relates in general to player interactive and automated:sports scoring, performance measurement, and player entertainmentapparatus and methods, and more specifically to automated basketballscoring, performance measurement, multiple game play and audioentertainment both directly and via remote control.

Sports and game playing and training are popular pastimes for manypeople. Most sports and games playing and training focus on scoringand/or performance measurement/enhancement. For many games and practicesessions the players must manually keep the score or measure theirperformance (or the performance of others). Keeping score and/orquantifying their performance helps motivate players and enhance theirskill development. This score keeping and performance quantification isusually realized manually, possibly on paper, but usually “in theirheads.” Manually keeping score and/or measuring performance whileplaying/training/coaching can lead to: inaccurate score andmeasurements; reductions in concentration on their play/training due toplayers concentrating on score/measures rather than play/training;player discomfort with their score or performance; discomfort with theperson/device that is scoring and/or measuring performance; interferencewith their thoughts/actions; a lack of concentration in theirplay/performance; arguing with other players; as well as many otherdegradations in play/performance. Automated scoring and performancemeasurement is needed and desired to enhance the player(s)play/training/performance/entertainment.

Scoring aids, counters, electronic scoreboards, wireless displays,manual “click” counters, timed and wireless pitching machines, and manyother automated scoring and performance measurement devices exist toassist players in keeping score and measuring performance. Thelimitations of some of these devices is that they do not sufficientlysolve the automated scoring and/or performance measurement problem. Somedevices only sense the score of one particular game and do not work fora range of games or a range of performance measurement. For bothexperienced players and new players, games and/or training can getboring or unproductive unless a diversity of games and/or training arepracticed. Therefore, multiple play/training modes are highly desirableas well for purposes of diversity. Players desire scoring/measurementdevices that offer multiple play/training alternatives/options.

Another problem with existing devices is that they either focus onscoring for a game between two teams or on the individual performance ofa single player. It is desirable for a single device to providedautomated scoring, performance measurement/reporting, and interactionwith local and/or remote multimedia devices for both individuals as wellas multiple individual players, as well as teams that range in size from1 up to 5. It is desirable to provide interaction and entertainment toindividuals as well as teams so that the same device can be usedregardless of the number of players that are currently available toplay; the device will always support play/practice regardless of thenumber of players available.

Many players/trainers desire to be entertained while they play orpractice. The primary form of desired entertainment is music; some otheraudio is listened to by players. Unfortunately, the music is not relatedto the play or performance of the player(s) or the score of a game.Interactive entertainment is a desirable feature of an automated scoringand/or performance measuring device.

Other scoring and/or training aids are bulky, difficult toinstall/utilize, interfere with the game/practice, require inconvenientmaintenance, require constant transport, are not robust toplay/training, and/or are expensive to the player to purchase and/ormaintain. Other score/performance measuring devices require players towear or have devices attached to them. Most players do not want to weardevices or have devices attached to them, regardless of size. Otherdevices have the potential for danger and could lead directly orindirectly to injury and are not considered safe under all conditions.Potentially unsafe scoring/measurement devices are undesirable. Playersdesire easy-to-use, easy-to-configure/emplace, easy-to-maintain,non-interfering, as-small-as-possible, low cost, safe scoring/trainingdevices.

Other performance devices do not add significant play, performanceand/or training value. Players desire scoring and/or performancemeasurement/enhancement devices that entertain with interactions thatextend beyond the game/training, but are interactive with thegame/training. Playing music while training is a common practice withplayers. It is desirable to have the music and other audio interact withthe player's performance or scoring while they are playing. Other remoteentertainment or recording devices can interact with the player'sperformance via remote control of the scoring/measuring device. Remotecontrol of remote entertainment, recording or other external devices isdesirable.

Another problem with existing scoring devices is that they cannot bescaled from individual play to automatically tracking the performanceacross an entire gym, set of gyms, or a playground. Coaches andtournament operators desire automated scoring and performancemeasurement that can be automatically logged across many players andmultiple, simultaneous play areas (courts in basketball). Local loggingand/or wired or wireless communications can enable local automatedscoring devices to be utilized throughout multiple play areas and acrossmany players and/or teams.

Clearly existing approaches for providing automated scoring, performancemeasurement/reporting and/or player interaction and entertainment do notprovide satisfactory solutions to the above noted, among many other,problems and/or player desires.

In overview, the present disclosure concerns automated scoring,performance and entertainment apparatus and methods and moreparticularly automated scoring for multiple games, such as multiplebasketball games and baseball, soccer, football, as well as other gameswith projectiles or other objects-of-interest. Generally players areautomatically scored, their performance is measured and presented tothem, and they are interactively entertained. Additionally, multiplegames, of the same sport or different sports, can be played with thissingle method and apparatus. These automated scoring, performancemeasurement/presentation, and entertainment concepts and principles aredisclosed, subsequently discussed, and are currently practiced.

For example, when the player(s) play(s) a particular sport, such asbasketball, they may desire to play a variety of games in that sport.They may further desire to track their score, shooting performance,passing proficiency and/or timing. Players may wish to play alone, in aside-by-side competition with one or more other players, in one-on-onedirect competition, in a “round robin” or one-on-many, or in team play(either competitively or to practice or enhance performance). The singlescoring, performance measurement/tracking method and apparatus should beflexible and adaptable so as to support a diversity of games as well asdiversity in number of players.

Referring to FIG. 1, a simplified and representative diagram depictingautomated scoring, performance measurement and entertainment for twoplayers playing basketball with a backboard in the background. FIG. 1shows one situation, e.g., a basketball where players desire automatedscoring as well as external and/or interactive entertainment. Players101 are competing in a game of basketball. In the background thebasketball backboard 102 has the current scores of the two players (ortheir respective teams) posted on it. The problem is to create thefunctionality that automatically detects and tracks the scoring, andpresents it to the players or other observers (friends, coaches,parents, etc.) in a safe, easy-to-use, acceptable cost, highly robust,highly reliable, and highly entertaining set of methods and apparatus.

Referring to FIG. 1, a simplified and representative diagram depicting amethod and apparatus 100 for automatically scoring and/or quantifyingperformance of play and then indicating that score and/or performance tothe players 101, as well as entertaining them withperformance-responsive, interactive multimedia 107, 109, 110. Playersdesire to be aware of the score and/or the quantification of theirperformance. The method and apparatus 100 for automatically scoringand/or quantifying performance of play can be attached to any componentof the basketball system: the rim 103, the net 104, or the rim bracket105 are options. The method and apparatus 100 for automatically scoringand/or quantifying performance of play requires access to the net 104when the ball 106 passes through the net 104, and FIG. 1 depicts a ballpassing-through-net sensor 108 that is a dual lever.

Referring to FIG. 2, a simplified and representative diagram depictingautomated scoring, performance measurement and entertainment for theplayer(s) playing basketball. The player 200 shoots the ball 201attempting to successfully make a basket/score by causing the ball 201to pass down through the rim 202 and the net 203. The rim 202 and thenet 203 are attached to a support and backboard 204 which support therim and net. In FIG. 2 the automated scoring, performance measurementand entertainment device 205-206 is attached to any combination of thepole/backboard/rim/net. A performance feature of this device 205-206 isindicated by the audio 207 announcing the player(s)score/performance/entertainment. The interactive multimedia can beprovided from a combination of the device itself 205 or auxiliary/remotedevices as represented by the stereo 209 and the score/performancedisplay 208. These remote multimedia devices can include many otherdevices as well and can interact with other automated scoring,performance measurement and entertainment devices to consolidateperformance/scores and/or score a game that spans a large area such as abasketball court or gym.

Referring to FIG. 3, a simplified and representative diagram depictingthe variety of games and game modes that can be incorporated within anautomated scoring, performance measurement and entertainment apparatus.FIG. 3 shows examples providing multiple games and game modes, with thefirst example, backboard 300 featuring player-on-player scoring. Theplayer-on-player scoring game automatically tracks a score 302 forPlayer 1 303 and a score 301 for Player 2 304. This player-on-playerautomated scoring game example also features audio from speakers 305that represent audio sources or other forms of audio-visualentertainment that can interact with the players' scoring and/orperformance. FIG. 3 shows another example of an automated shootingpercentage game on backboard 310. The automated shooting percentage gametracks successful or “made” shots 312-313 as well as shot attempts 311and 314. The combination of shot attempts and shots “made” also providesthat the number of missed shots can be calculated and presented to theuser as an option. This shooting percentage automated scoring gameexample also displays speakers 315 to represent audio sources or otherforms of audio-visual entertainment that can interact with the players'scoring and/or performance. FIG. 3 further shows an example of a thirdgame on backboard 320, a competitive shooting game commonly andpopularly termed “HORSE”. In the game of HORSE a player shoots; if theymake their shot, then the next player must attempt that same shot fromthe same location. If that player misses, then they are given a letterin the word HORSE. If they make the shot, then the next player must alsomake that shot. There exist many variations to this popular game withvarying rules, but the “follow-my-successful shot” concept is theessence of the game. The automated HORSE scoring game automaticallytracks the scores 321-322 for up to five players in this example,including Player 1 323 and Player 2 324. This HORSE automated scoringgame example also displays a speaker 325 to represent audio sources orother forms of audio-visual entertainment that can interact with theplayers' scoring and/or performance.

Referring to FIG. 4, another simplified and representative diagramshowing another example of an automated scoring game on backboard 400with two scores 401-402. Again speakers 403 represent the audio-visualinteractions. FIG. 4 further represents the incorporation of remotecontrol of remote devices 405 that interact and/or respond to theautomatically generated score and/or performance to provide audio-visualentertainment 406 to the player(s) or remote scoring or performancelogging.

Referring to FIG. 5, a simplified and representative diagram depictingan option for a player 500 to deploy and recover the automated scoring,performance measurement and entertainment device 502. This method ofdevice deployment/recovery eliminates the requirements for a ladder orother methods to vertically emplace the device. FIG. 5 shows onesituation, e.g., a basketball player 500 without a ladder desiringautomated scoring/measurement/entertainment as well as external and/orinteractive entertainment. Player 500 holds a shaft/pole/support 501that has the device 502 attached to the other end. The player then liftsthe device to attach its components to any combination of the net 503,rim 504, and/or backboard 505. For recovery of the device 502 the player500 raises their pole 501 to attach to the components of the device andsafely lower them for recovery

Referring to FIG. 6, a circular flow chart of a method of automaticallyscoring, measuring performance and/or entertaining during play will bediscussed and described. The method of FIG. 6 and similar methods can bepracticed using the apparatus of FIG. 1 as well as other apparatussimilarly configured and arranged. The method begins at the player(s)600 who receives indications 608 related to their play performance anddirect their primary object-of-play, a ball 601, in this example. Theball 601 is sensed by the sensors and/or switches 602 to provide inputs605 that can be used in computations and operations 606 by the processor603. The processor 603 further generates indicator signals 607 and sendsthem to transducers 604 for transduction into a form of energy thatindicates 608 score/performance/entertainment to the player(s) 600 orremote devices 608.

Referring to FIG. 7, a linear flow chart of a method of automaticallyscoring, measuring performance and/or entertaining during play will bediscussed and described. The method of FIG. 7 and similar methods can bepracticed using the apparatus of FIG. 1 as well as other apparatussimilarly configured and arranged. The method begins at START 700 whichrepresentatively corresponds to the beginning of a game. The firstcomponent of the flow is to SENSE 701 a player action of eitherattempting to score or actually scoring; or a success in another way,such as jumping up and sufficiently slapping the apparatus. Next, thesensed output is processed by a COMPUTE component 702 that transformsthe sensed inputs into the score, performance measurement and/or remotecontrol signals controls. Then the computed outputs are transformed by aGENERATE component 703 into signals and/or controls that can betransduced with the intent of direct and/or indirect interaction withthe player. These signals/controls are transduced by the INDICATEcomponent 704 into observable phenomenon that either directly orindirectly lead to player interaction. Finally, this method ENDs 705.

Referring to FIG. 8, a branching or decision flow chart of a method ofautomatically scoring, measuring performance and/or entertaining duringplay will be discussed and described. The method of FIG. 8 and similarmethods can be practiced using the apparatus of FIG. 1 as well as otherapparatus similarly configured and arranged. The method starts 800 andis waiting to be initiated by a Sensed Event 801 which causes the methodto Wake up 802 and initiate the Game Selection and Configuration 803component. The player selects and configures the desired game that theywant automatically scored/measured/entertained. The Start Selected Gamecomponent 804 allocates, configures, resets and initiates memory andpoints the processor at the correct game algorithm to execute. When thegame is started then the method might provide indications to the userfor directions, timing and/or player selection, as well as indicationsof the players' score, performance and/or interactive entertainment.Then this automated scoring/measuring/entertaining method waits for aSensed Event 805. The sensed event is received by the processor andutilized by the Is this a Make/Success? component 806. This decisionprocess results in a Yes or No and either an Update for Make 807 or anUpdate for Miss/Attempt 808 is executed. The Update components arerespectively followed by Generate Observables 809-810 components thatcreate the signals and/or controls that are transduced by the ChooseTransducer component 811 that selects the appropriate interactivedevices to deliver a indication to the player through the variousrepresentative indicator mechanisms featured in FIG. 8 as: Update VisualDisplay 812, Transmit Remote Control Signals 813, Amplify; TransmitSpeaker 814, that is additionally controlled by the Volume Controlcomponent 815.

Referring to FIG. 9, a simplified and representative component blockdiagram of an apparatus for automatically scoring/measuring/entertainingplayers in a game according to various embodiments will be discussed anddescribed. The FIG. 9 depicts one embodiment of an apparatus thatprovides or enables automatic game scoring/measuring/entertainment. Theapparatus of FIG. 9 is arranged and constructed for automaticallyscoring/measuring/entertaining player(s) in a game. Generally, theapparatus includes an input section 900-902 that is configured to sensethe important status of a game-object-of-interest, such as a basketballgoing through the net or hitting the rim and missing; a computing andgenerating section realized as a controller/processor 903-904 configuredto score/measure/specify entertainment and generate appropriate signalsfor indication/transduction for player observation; and an indicatingsection 905-909 that transduce the generated player observablesignals/controls for player or remote system consumption. Any or all ofthe indicating components may be selected or utilized by thecontroller/processor for various player interactions.

In the FIG. 10 embodiment of the apparatus for automatically deliveringplayer scoring/measurement/entertainment, the sense section 1000-1002consists of switches which provide the status and control of the game'sobject-of-interest. The Power switch 1000 can be used to reset theapparatus or the game; the Attempt/Miss switch 1001 senses the presenceof the object-of-interest, e.g., the basketball, while the Make switch1002 senses any successful attempts or makes. A processor or computingunit 1003 receives the sensed signals 1000-1002 and calculates updatedscore(s)/performance measure(s) and controls interactive/remoteentertainment. The processor can utilize memory in the form of ROM andRAM 1005 for both processing functions as well as storage ofinformation/statuses. The updated information and controls are utilizedto generate indicators for consumption by the player(s). The generatedindications are transduced by a variety of transduction devices1006-1011 to inform and entertain the player(s) as well as usersassociated with the players, e.g., parents and/or coaches. The controlsignals can be further generated to operate and control remote devicessuch as the stereo 1012.

Referring to FIG. 11, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments will be described. FIG. 11 displays a particularly detailedembodiment. The sensing, computing, generating and indicating componentsare efficiently realized in this embodiment that is particularly suitedfor the game of basketball. Some of these components are not visibleexternally, but FIG. 11 also depicts an internal view of this particularembodiment 1110. The sensor components 1113-1114; the computation andgeneration component 1112; and the indicator components 1103-1105 and1108 are all represented. These components are intercoupled as shown andmay be either wholly and/or individually integrated with, for example acommunications device or stand alone apparatus or component. They arecollectively arranged to provide an automated scoring/performancemeasuring/entertainment capability or the like.

Referring to FIG. 11, one embodiment of the scoring/performancemeasuring/entertaining apparatus is depicted. The externals of thisembodiment 1100 comprise the assembly case 1101 with magnets orhook/loop material 1102 attached to the top of this case; the speaker1103 for transducing sounds; the visual display 1104 for presentinginformation visually; a wireless or wired communications link 1105 forremote control functions; a connection to the “Make” sensor/switch 1106and the “Make” sensor/switch assembly 1107. The remote audio-visualdevice 1108 provides further entertainment and is remotely controlled bythe scoring/performance measuring/entertaining apparatus.

Referring further to FIG. 11, the internal components of one embodimentof the scoring/performance measuring/entertaining apparatus is depicted.The internal components of this embodiment 1110 comprise the powersource 1111; the processor unit and associated electronics 1112; the“Attempt” sensor/switch 1113; and the “Make” switch 1114 within the“Make” sensors/switch assembly. The remote audio-visual device 1108provides further entertainment and is remotely controlled by theautomated scoring/performance measuring/entertaining apparatus.

Referring to FIG. 12, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments will be described. FIG. 12 displays a particularly detailedembodiment for the game of basketball. A basketball rim and bracket1200, the automated scoring/performance measuring/entertaining apparatus1201, a net-supported “Make” sensor/switch 1202 that will be placedwithin the basketball net 1203 are intercoupled as shown and may beeither wholly and/or individually integrated with, for examplecommunications devices, audio-visual devices, or stand alone apparatusor component. They are collectively arranged to provide a basketballautomated scoring/performance measuring/entertaining apparatus tothereby facilitate player utility or entertainment or the like. Asdepicted in 1210 the “Make” sensor/switch 1211 is placed within thebasketball net 1212 and supported.

Referring to FIG. 13, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments for sensing successful attempts will be described. FIG. 13displays a particular embodiment for sensing an object-of-interest,e.g., a basketball, as it passes by the goal. This particular embodimenthas the additional feature that it should not activate despite verticalmotion of the entire assembly.

The “Make” sensor/switch assembly comprises a lever switch 1300 andtorque transfer arms 1301. This assembly is intended to be hung orsupported at a point close to the lever switch 1300. If noobject-of-interest is passing through the goal, then the switch does notactivate. Additionally, if the entire assembly is acceleratedvertically, the switch should not activate. However, when theobject-of-interest, e.g., a basketball, 1312 passes through the goal,the torque transfer arms 1311 are accelerated downward. Assuming thatthe assembly is supported near the lever switch 1310, then the leverswitch will be rotationally accelerated in a clockwise direction. If thearm of the lever switch is weighted 1314, then the rotationalacceleration of the switch 1310 and the inertia of the weight 1314 willcause the switch to activate, indicating a success, goal, score and/or“Make.”

Referring to FIG. 14, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments will be described. FIG. 14 displays an alternativeembodiment for the “Make” sensor/switch 1400-1401. The “Make”sensor/switch 1400 is displayed hanging from the housing assembly whilethe “Make” sensor/switch 1401 is displayed handing from the net. This isa clip attachment to the net as an alternative to the hang attachmentdescribed in FIG. 12. This embodiment may be preferred for ease ofemplacement or for enhanced safety.

Referring to FIG. 15, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments for sensing successful and unsuccessful attempts will bedescribed. FIG. 15 displays a particular embodiment for sensing anobject-of-interest, e.g., a baseball, as it impacts a location on thegoal. The sensor/switch assembly 1500 comprises a lever switch 1501, anaccelerometer-like switch 1502, a paddle impact target 1503, and an“Attempt” sensor/switch assembly 1504. This apparatus can further beutilized in basketball for jumping practice where the player must slapthe paddle for a success or as a target for passing/scoring in football,basketball, soccer or similar object-of-interest centered games.

Referring to FIG. 16, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments for sensing successful and unsuccessful attempts will bedescribed. FIG. 16 displays a particular embodiment for sensing anobject-of-interest, e.g., a baseball, 1601 as it impacts a location onthe goal. The sensor/switch assembly 1600 comprises a lever switch 1603and a paddle impact target 1602. This apparatussenses/activates/switches when the ball 1601 impacts the paddle target1602 and activates the lever switch 1603. Note that theaccelerometer-like switch may or may not have activated during thissuccessful event.

Referring to FIG. 17, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments for sensing “Attempts” will be described. FIG. 17 displays aparticular embodiment for sensing an object-of-interest, e.g., abaseball, 1701 misses the paddle target goal and impacts theunsuccessful portion of the goal assembly 1702. Due to the vibration ofthe unsuccessful portion of the goal, the accelerometer-likesensor/switch 1703 activates to indicate an “Attempt.”

Referring to FIG. 18, a listing of Pseudo-code that may be utilized bythe FIG. 12 embodiment to implement the method of FIG. 7 is shown. ThePseudo-code listing is self explanatory to those of ordinary skill. Thisparticular Pseudo-code implements the game of sensing and indicating thenumber of attempts, successes, misses, and/or percentage success ormiss. This code can be utilized automated scoring/performancemeasurement/entertainment for a wide variety of games.

Referring to FIG. 19, a listing of Pseudo-code that may be utilized bythe FIG. 12 embodiment to implement the method of FIG. 7 is shown. ThePseudo-code listing is self explanatory to those of ordinary skill. Thisparticular Pseudo-code implements the game of basketball HORSE; however,it is generally just a “follow-the-successful-attempt-or-get-a-lettergame” and can be utilized by players of many sports. This code can beutilized automated scoring/performance measurement/entertainment for awide variety of games.

Referring to FIG. 20, a listing of Pseudo-code that may be utilized bythe FIG. 12 embodiment to implement the method of FIG. 7 is shown. ThePseudo-code listing is self explanatory to those of ordinary skill. Thisparticular Pseudo-code implements the game of basketballTimed-Head-to-Head Scoring; however, it is generally just a “each playergets a chance to score/succeed, but more points are awarded for fasterscores/successes game” and can be utilized by players of many sports.This code can be utilized automated scoring/performancemeasurement/entertainment for a wide variety of games.

Referring to FIG. 21, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments for remote monitoring 2100 of the automatedscoring/performance measurement/entertainment device(s) 2101. Parents,coaches or other observers may utilize remote resources 2102-2107 tocollect, monitor, document and consolidate the performance orentertainment/motivation level of players. The automatedscoring/performance measurement/entertainment device(s) 2101 cantransmit the scoring/performance information or the device's me can beaccessed manually or remotely with other devices such as a mobile memoryunit 2105. This collected and/or consolidated information can beutilized for enhancing performance, motivation, coaching and othersports-related enhancements.

Referring to FIG. 22, a simplified physical embodiment suitable forpracticing one or more methods in accordance with various exemplaryembodiments for remote monitoring 2200 of the multiple automatedscoring/performance measurement/entertainment devices 2201-2203.Scorers, announcers, parents, coaches or other observers may utilizeremote resources 2210 to collect, monitor, document and consolidate theperformance or entertainment/motivation level of multiple teams and/orplayers. The automated scoring/performance measurement/entertainmentdevices represented by 2201-2203 can transmit the scoring/performanceinformation or the device's me can be accessed manually or remotely withother devices 2210. This collected and/or consolidated information canbe utilized for enhancing scoring, announcing, performance, motivation,coaching and other sports-reporting or sports-related enhancements.

FIG. 23 illustrates an exemplary embodiment of an automatedscoring/performance measurement/entertainment unit 2300. The “Make”sensor/switch assembly 2301 comprises a lever switch 2302 with a weight2303 on the end of the lever and two torque transfer arms 2304 which arestruck by the object-of-interest when a successful attempt is achieved.A wire 2305 connects the “Make” sensor/switch to the computational unitor processor circuitry 2306. The computational unit or processor furthergenerates audio-visual and/or remote control indicators for theplayer(s). The first indicator in this embodiment is a speaker 2307 thatplays audio that is generated by the processor. The second indicator inthis embodiment is the remote controller 2308 that transmits infraredremote control codes that are generated by the processor. These remotecontrol signals can operate and/or activate remote audio-visual or otherentertainment/interaction devices. Additionally, the remote signals canbe collected, logged, cataloged, consolidated and utilized by a parent,coach, the player(s) or others to monitor and enhance their play.

FIG. 24 illustrates an exemplary embodiment of a deployed automatedscoring/performance measurement/entertainment unit 2400. This unit ofFIG. 24 is deployed for basketball play. The unit 2400 easily and safelymounts on a combination of the basketball rim and net. The computationalunit or processor component 2401 and the remote control transmittercomponent 2402 are attached to the rim via magnet(s) and/or hook/loopmaterials. The “Make” sensor/switch assembly 2403 is securely and safelyattached to the net with the torque transfer arms extending into themiddle of net so that the ball passing through the net must contact atleast one of them. Due to an interrupt driven processor, this unit canbe emplaced and remain operational for extended periods of time.

FIG. 25 illustrates an exemplary embodiment and detailed view of adeployed automated scoring/performance measurement/entertainment unit2500. This unit of FIG. 25 is deployed for basketball play. The unit2500 easily and safely mounts on a combination of the basketball rim andnet. This unit can be very small and lightweight, with the majority ofits weight derived from its energy source, e.g., batteries. Even if theprocessor/speaker/remote control component 2502 disengages from the rim2501, this assembly will be supported by the “Make” sensor/switchassembly that is securely attached to the net and connected togetherwith a sufficiently strong wire. This design assures safety along withfunctionality and performance.

From above, various methods and apparatus for automatically assessing ormeasuring and indicating scoring and performance have been shown. Theseinclude a method of automatically measuring and indicating scoring orperformance to a player or set of players, where the method includessensing a success, attempt or failure; computing the score orperformance; generating indication(s) of score or performance for theplayer(s) or remote observer(s); and indicating the score or performanceto the player(s) or other observers. The automatically measuring andindicating scoring or performance can comprise players corresponding tosport or game participation. The player may interactively control remoteentertainment devices producing any form of media entertainment for theplayer, including audio, video, displays, and other media that theplayer may find entertaining.

Sensing a success, attempt or failure corresponding to sport or gameparticipation can further comprise sensing the path or impact of a ball,puck, projectile, hand or other object-of-play. Sensing the path orimpact of the object-of-play can further comprise determining whetherball, puck or other object-of-play succeeded, or that an attempt wasmade to succeed, in its scoring or performance action corresponding to asport or game. Various examples of sports or game participation cancomprise the sport or game participation in basketball, football,baseball, golf, hockey, cricket, volleyball, running or othermoving-object-focused activity and the like. Variations of the sport orgame participation can comprises, e.g., multiple basketball game types,such as shooting percentage, 1-on-1, 2-on-2, team-on-team, and/orHORSE-shooting games.

The computing the score or performance can comprise processing thesensing of success, attempt or failure measures to produce a score orperformance for presentation to the player(s). The score or performancefor presentation to the player(s) can be produced by apparatus ormethods comprising or using a processor, memory and information transfercomponents. In varying embodiments the score or performance forpresentation to the player(s) that is produced indicates a singleplayer's success quantification or indicates scores or performances ofmultiple players for competition.

The generating indication(s) of score or performance for the player(s)or remote observers can comprise transforming the computed score orperformance into sounds, speech, visual displays, infrared or radiofrequency remote control signals, radio signals, or sound waves fordirect or indirect indication(s) of score or performance to theplayer(s). The transformed representation of the score or performancecan generate indication(s) of score or performance, which furthercomprises generation by synthesizing speech or playing words or phasesrepresenting the score or performance to the player(s) or remoteobserver(s). The transformed representation of the score or performancecan generate the indication(s) of score or performance, which comprisegeneration of remote control signals or other transmissions to operateexternal generating methods for presentation to the player(s) or remoteobserver(s). The indicating the score or performance to the player(s) orremote observer(s) can further comprise transforming generatedindicator(s) into player observable phenomenon such as audio or visualdisplays that the player(s)/observer(s) can sense to assess the computedscore or performance or provide entertainment. The player or remoteobserver indicating phenomenon can include at least one or more of theenergy propagation methods including sounds, speech, visual displays,infrared or radio frequency remote control signals, radio signals, orsound waves for direct or indirect indication(s) of score or performanceor entertainment to the player(s) or remote observer(s).

The indicating the game/mode, score and/or performance to the remoteobserver(s) can further comprise transforming generated indicator(s)into a signal or representation suitable for remote observers tocollect, compile, process and/or report. The transforming of generatedindicator(s) can include one or more of the following signals orrepresentations suitable for remote observer utilization; storing thegame/mode, score and/or performance to a memory for remote observerutilization and/or communicating the game/mode, score and/or performancewith wired or wireless communications methods.

Other embodiments include a method of automatically measuring andindicating basketball scoring or performance to basketball player(s),where the method comprises: sensing a successful, “made,” shot and anyshot “attempt;” computing the player/team score(s) or shootingperformance; generating indication(s) of player/team score(s) orshooting performance for the player(s) or remote observer(s); andindicating the score(s) or performance to the player(s) or otherobservers. The indicating the score(s) or performance can furthercomprise remote control of external devices such as multimedia devicesfor visual and/or audio display and/or entertainment.

Further embodiments include an apparatus that is arranged andconstructed for automatically measuring and indicating scoring orperformance to a player or set of players. The apparatus can comprise: asensing section configured to provide sensor signals correspondingscoring, performance or apparatus configuration and option selection; acomputing section configured to transform the sensor signals into score,performance, and/or apparatus configuration representations; agenerating section configured to transform the score, performance,and/or configuration representations into a player or remote observablerepresentation that corresponds to the computed score, performance orapparatus configuration; and a player indicating section configured totransduce the player observable representation into an energy form thatcan propagate to the player(s) and/or the remote observer(s). Thesensing section can be comprised of motion sensitive switches creatingthe sensor signals.

The apparatus can further comprise a computing section including asignal processor configured to process the sensed signals to facilitate:configuring the apparatus state and mode of operation by enabling theplayer to select a game or performance measuring mode of operation;calculating score or performance measures; and mapping the updatedapparatus state/mode, score, performance, and/or apparatus configurationinto the proper representations for the generating section.

The generating section can comprise a processor configured to processthe updated apparatus state/mode of operation, score, performance,and/or apparatus configuration representation to facilitate: generatingthe appropriate player observable representation depending upon thestate of the apparatus and the player selected game or performance mode;mapping score or performance measures to appropriate game or performancemeasure dependent responses; mapping the player observablerepresentation of the updated state/mode of operation, score,performance, and/or apparatus configuration into the properrepresentation for the indicating section; and generating the player orremote observable representation signals that will be transduced intopropagating energy by the indicating section of the apparatus.

The apparatus can include an indicating section, which may furthercomprise a set of transducers configured to facilitate transducing theplayer observable representation signals into energy that willeventually lead to energy propagating to the player(s) or remoteobserver that conveys the updated apparatus state/mode of operation,score, performance, and/or apparatus configuration to the player. Theindicating section can further comprise transducers to facilitate:transducing the player observable representation directly for theplayer(s) to observe; and transducing the player observablerepresentation for indirect player observation via remote control ofremote transducers. The indicating section with remote controlfunctionality can comprise transducers to facilitate control of one ormore remote transducers, e.g., portable audio player apparatus; visualdisplays; mechanical actuations and/or the like.

In one or more additional embodiments an apparatus is arranged andconstructed for automatically measuring and indicating scoring orperformance of basketball game(s) and/or performance measurement mode(s)to the player(s) and/or remote observer(s). The apparatus can comprise:a sensing section configured to provide sensor signals corresponding toattempted basketball shots, successful/made basketball shots, and/orfailed/missed basketball shots apparatus configuration and optionselection; a computing section configured to transform theattempt/made/missed sensor signals into basketball score, performance,and/or apparatus configuration representations into appropriate updatecalculations for each basketball game/mode selection update, game updateor performance measure update; a generating section transforms theupdated game/mode selection, basketball score, performance, and/orapparatus configuration representations into a player or remoteobservable representation that corresponds to the game/mode selection,computed score, performance or apparatus configuration suitable forindication to the player(s) and/or the remote observer(s); and a playeror remote observer indicating section configured to transduce the playerobservable representation into an energy form that can propagatedirectly and/or indirectly to the player(s) and/or the remoteobserver(s).

The apparatus can further comprise basketball game(s) and/or performancemeasurement mode(s) comprising the alternative basketball game and/orperformance measuring mode selections corresponding to: shootingpercentage game and/or the numbers of attempted, made and missed shots;HORSE game, where multiple players score by making shots that the otherplayer(s) cannot repeat; timed one-on-one (or one-on-multiple; ormultiple-on-multiple) where each player attempts to score while beingdefended by the other player(s), and the scoring player receives morepoints for a faster score; timed shooting percentages from constrainedlocations on the court; and jumping training, where the player musttrigger the make and/or miss indicators by jumping up andhitting/slapping them while being timed. The sensing section cancomprise motion sensitive switches that sense the basketball striking orpassing by the backboard, rim and/or net corresponding to theindications of an attempted, made or missed shot. The computing sectioncan comprise a processor or controller that maps the indications ofattempted, made or missed shots into corresponding basketball gameselection update(s), basketball game score update(s) or basketballperformance measure update(s) corresponding to currently selected modeof operation of the apparatus.

The generating section can comprise one or more processors orcontrollers that transforms the basketball game selection update(s),basketball game score update(s) or basketball performance measureupdate(s) into signals suitable for transduction corresponding to theindicating apparatus that are propagating energy directly or indirectlyto the player(s) or remote observer(s). The processors or controllerscan be generating signals suitable for transduction to facilitate: audiotransduction from a speaker; visual transduction from a visual display;wired and/or wireless communications from acoustic, optical or radiofrequency transmitting transduction device(s); and/or remote controlcommunications from acoustic, optical or radio frequency transmittingtransduction device(s).

The indicating section can comprise one or more transduction devicesindicating the game/mode selection, game, and/or performance measureupdates either directly or indirectly to the player(s) and/or the remoteobserver(s) including: e.g., audio transducers or speakers; visualtransducers, including lasers, projector and/or display(s); wired and/orwireless communications transducers for acoustic, optical or radiofrequency transmitter transduction; and/or remote control communicationstransducers for acoustic, optical or radio frequency transmittertransduction.

Additional embodiments include an apparatus arranged and constructed forautomatically measuring and indicating scoring or performance ofbaseball game(s) and/or performance measurement mode(s) to the player(s)and/or remote observer(s). The apparatus can comprise: a sensing sectionconfigured to provide sensor signals corresponding to pitched balllocations (strikes and balls) and/or bat hitting ball locations (regionof bat impacting the ball) and game/mode selection/configuration; acomputing section configured to transform the strike/ball or bat impactsensor signals into baseball score, performance, and/or apparatusconfiguration representations into appropriate update calculations foreach baseball game/mode selection update, game update or performancemeasure update; a generating section transforms the updated game/modeselection, baseball score, performance, and/or apparatus configurationrepresentations into a player or remote observable representation thatcorresponds to the game/mode selection, computed score, performance orapparatus configuration suitable for indication to the player(s) and/orthe remote observer(s); and a player or remote observer indicatingsection configured to transduce the player observable representationinto an energy form that can propagate directly and/or indirectly to theplayer(s) and/or the remote observer(s).

Other embodiments include an audio or visual or audio-visual devicearranged and constructed for generating a player observable sound/sightthat interacts with their play scoring and/or performance measurementand/or entertainment that comprises: a user interface configured toprovide an interface between the player's scoring and/or performance andthe audio/visual device(s); a controller coupled the user interface andconfigured to facilitate the interface with the user and general controlof the audio/visual device; an audio/visual device, coupled to and/orcontrolled by the controller, the communication interface configured tosend a signal corresponding to the player's scoring and/or performance;and an interactive audio/visual response corresponding to the player'sscore/performance.

1. A method of automatically measuring and indicating scoring orperformance to a player or set of players, the method comprising:sensing a success, attempt or failure; computing the score orperformance; generating indication(s) of score or performance for theplayer(s) or remote observer(s); and indicating the score or performanceto the player(s) or other observers.
 2. The method of claim 1 whereinthe automatically measuring and indicating scoring or performancefurther comprises players corresponding to sport or game participation.3. The method of claim 1 wherein the player interactively controlsremote entertainment devices producing any form of media entertainmentfor the player, including audio, video, displays, and other media thatthe player may find entertaining.
 4. The method of claim 2 wherein thesensing a success, attempt or failure corresponding to sport or gameparticipation further comprises sensing the path or impact of a ball,puck, projectile, hand or other object-of-play.
 5. The method of claim 4wherein the sensing the path or impact of the object-of-play furthercomprises determining whether ball, puck or other object-of-playsucceeded, or that an attempt was made to succeed, in its scoring orperformance action corresponding to a sport or game.
 6. The method ofclaim 4 wherein the sport or game participation further comprises thesport or game participation in basketball, football, baseball, golf,hockey, cricket, volleyball, running or other moving-object-focusedactivity.
 7. The method of claim 4 wherein the sport or gameparticipation further comprises multiple basketball game types, such asshooting percentage, 1-on-1, 2-on-2, team-on-team, and/or HORSE-shootinggames.
 8. The method of claim 1 wherein the computing the score orperformance further comprises processing the sensing a success, attemptor failure measures to produce a score or performance for presentationto the player(s).
 9. The method of claim 8 wherein the score orperformance for presentation to the player(s) that is produced furthercomprises a processor, memory and information transfer components. 10.The method of claim 8 wherein the score or performance for presentationto the player(s) that is produced indicates a single player's successquantification or indicates scores or performances of multiple playersfor competition.
 11. The method of claim 1 wherein the generatingindication(s) of score or performance for the player(s) or remoteobservers further comprises transforming the computed score orperformance into sounds, speech, visual displays, infrared or radiofrequency remote control signals, radio signals, or sound waves fordirect or indirect indication(s) of score or performance to theplayer(s).
 12. The method of claim 11 wherein the transformedrepresentation of the score or performance generate the indication(s) ofscore or performance further comprises generation of remote controlsignals or other transmissions to operate external generating methodsfor presentation to the player(s) or remote observer(s).
 13. The methodof claim 1 wherein the indicating the game/mode, score and/orperformance to the remote observer(s) further comprises transforminggenerated indicator(s) into a signal or representation suitable forremote observers to collect, compile, process and/or report.
 14. Themethod of claim 13 wherein the transforming of generated indicator(s)further comprises one or more of the following signals orrepresentations suitable for remote observer utilization: storing thegame/mode, score and/or performance to a memory for remote observerutilization; and/or communicating the game/mode, score and/orperformance with wired or wireless communications methods.
 15. Anapparatus arranged and constructed for automatically measuring andindicating scoring or performance to a player or set of players, theapparatus comprising: a sensing section configured to provide sensorsignals corresponding scoring, performance or apparatus configurationand option selection; a computing section configured to transform thesensor signals into score, performance, and/or apparatus configurationrepresentations; a generating section configured to transform the score,performance, and/or configuration representations into a player orremote observable representation that corresponds to the computed score,performance or apparatus configuration; and a player indicating sectionconfigured to transduce the player observable representation into anenergy form that can propagate to the player(s) and/or the remoteobserver(s).
 16. The apparatus of claim 0 further comprising a computingsection comprising a signal processor configured to process the sensedsignals to facilitate: configuring the apparatus state and mode ofoperation by enabling the player to select a game or performancemeasuring mode of operation; calculating score or performance measures;and mapping the updated apparatus state/mode, score, performance, and/orapparatus configuration into the proper representations for thegenerating section.
 17. The apparatus of claim 0 further comprising agenerating section comprising a processor configured to process theupdated apparatus state/mode of operation, score, performance, and/orapparatus configuration representation to facilitate: generating theappropriate player observable representation depending upon the state ofthe apparatus and the player selected game or performance mode; mappingscore or performance measures to appropriate game or performance measuredependent responses; mapping the player observable representation of theupdated state/mode of operation, score, performance, and/or apparatusconfiguration into the proper representation for the indicating section;and generating the player or remote observable representation signalsthat will be transduced into propagating energy by the indicatingsection of the apparatus.
 18. The apparatus of claim 0 furthercomprising an indicating section further comprising a set of transducersconfigured to facilitate transducing the player observablerepresentation signals into energy that will eventually lead to energypropagating to the player(s) or remote observer that conveys the updatedapparatus state/mode of operation, score, performance, and/or apparatusconfiguration to the player.
 19. An apparatus arranged and constructedfor automatically measuring and indicating scoring or performance ofbasketball game(s) and/or performance measurement mode(s) to theplayer(s) and/or remote observer(s), the apparatus comprising: a sensingsection configured to provide sensor signals corresponding to attemptedbasketball shots, successful/made basketball shots, and/or failed/missedbasketball shots apparatus configuration and option selection; acomputing section configured to transform the attempt/made/missed sensorsignals into basketball score, performance, and/or apparatusconfiguration representations into appropriate update calculations foreach basketball game/mode selection update, game update or performancemeasure update; a generating section transforms the updated game/modeselection, basketball score, performance, and/or apparatus configurationrepresentations into a player or remote observable representation thatcorresponds to the game/mode selection, computed score, performance orapparatus configuration suitable for indication to the player(s) and/orthe remote observer(s); and a player or remote observer indicatingsection configured to transduce the player observable representationinto an energy form that can propagate directly and/or indirectly to theplayer(s) and/or the remote observer(s).
 20. The apparatus of claim 19further comprising basketball game(s) and/or performance measurementmode(s) comprising the alternative basketball game and/or performancemeasuring mode selections corresponding to: shooting percentage gameand/or the numbers of attempted, made and missed shots; HORSE game,where multiple players score by making shots that the other player(s)cannot repeat; timed one-on-one (or one-on-multiple; ormultiple-on-multiple) where each player attempts to score while beingdefended by the other player(s), and the scoring player receives morepoints for a faster score; timed shooting percentages from constrainedlocations on the court; and jumping training, where the player musttrigger the make and/or miss indicators by jumping up andhitting/slapping them while being timed.